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by cedex12 1973 days ago
> Overall, HHS teams are more likely than professional teams to create truly creative game designs.

That's a pretty bold statement to make in the highlights in my opinion.

4 comments

This matches my expectation, it's just that I'd expect the household-invented games to be novel/creative and bad on average.
You haven't been at many game designer conventions, where a lot of 'household-invented' games are deriatives of Risk, Monopoly, Chess, Game of Life and current mechanism of the year. They are still bad though.
Presumably most bad hobbyist designs don't make it to market, and most hobbyists develop their best idea once and that's that.
Exactly. And one that they can get away with making because it's not quantifiable. You can't measure creativity.

And I wouldn't be surprised if they're not truly viewing the whole indie landscape. For every truly innovative, well balanced game, there may be another 100 failed kickstarter clones of existing games, or just plain bad games

does creative imply good, though? that's the real question
Yeah, there are so many criteria on which to evaluate a board game— a quick look at the board games section on Kickstarter reveals hundreds of games which pitch well— gorgeous art, great premise, but you can tell just by looking at it that the gameplay fundamentals aren't there. Either the mechanics are boring (a reskin of classics like Parcheesi or Uno) or it's a jumble of stuff cribbed from other games with no cohesion ("look here's the deckbuilding part, and over here is worker placement, and look an area control mechanic on a modular board, yay!").

And there's the whole business of how much of a luck factor you want, how much rubber banding there is to keep it competitive, how much your strategy has to adapt in response to what others are doing, etc etc. These are things that pro designers carefully iterate on in the context of hundreds of test plays, often with a community of other designers who are equipped with the necessary experience and context to think deeply about how a game works and will work across multiple playthroughs.

"look here's the deckbuilding part, and over here is worker placement, and look an area control mechanic on a modular board, yay!"

I once listened to a podcast by some board gamers who had gone way too far in this direction. They'd say the name of a game, and describe it as e.g. "it's worker placement with area control", and that was the end of their description and analysis of the game. Seems to me they're missing a fair bit of nuance and more importantly, it doesn't tell me anything about how likely it is I'd enjoy the game. Oh well, to each their own. ¯\_(ツ)_/¯

Look up the “8 kinds of fun” if you haven’t seen it before. It’s a really compelling (I think, at least) framework that explains why looking at games as just collections of mechanics doesn’t communicate whether you’d actually enjoy them.

I feel like a broken record posting something about this on every thread about games, but I really think it’s worth spreading around.

Well, to be fair, the article doesn't say anything about that the chosen set of mechanics (novelty) have to provide fun. Actually, this seems to be the usefulness part of creativity, or as they describe it, how "playable and entertaining" "appropriate observers" perceive the game.

As you already refer to LeBlanc's "8 kinds of fun": he also is one of the authors of the MDA framework - a framework to analyze games - which states, that the mechanics of a game are the only thing game designers can influence.

https://en.wikipedia.org/wiki/MDA_framework (the article itself is linked in there)

While the authors don't state it directly as this framework, they refer to the framwork as an explanation of why they use mechanics.

I would say that the mechanics tags are more of a weak negative signal for me. There are lots of games that I don't enjoy despite them featuring mechanics that I like; for example, I should like Scythe based on what it is, but across about two dozen playthroughs I just don't— the pacing is wrong for me and I'm never satisfied with where I end up.

On the other hand, there are certain mechanics that I either don't enjoy (dice battles) or am sick of (deck building) which if present makes it much less likely that I will enjoy the game as a whole.

Totally, I don’t think any one perspective is complete & sufficient.

What I like about the 8 kinds of fun is it pushes back against an approach I think you see a lot in “serious” board game circles of a kind of “model/view” perspective on games. The mechanics are the model and the only part worth paying serious attention to, and the setting/fluff/etc is the essentially interchangeable view. The “8 kinds” perspective is a reminder that people engage with games in a lot of different ways, many of which really live in the interaction between the model and view.

They do quality creative as meaning "novel and useful" in their abstract.

Novel can be a double edged sword but useful implies good I believe.